Difference between revisions of "Map Template:Territory Control"
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− | [[Category:Map Templates]] | + | {{Infobox manual/Header}} |
+ | {{Infobox mapping}} | ||
+ | ==Introduction== | ||
+ | Territory control tasks players with capturing command points for their team. Exaples include ff_cz2 and ff_tiger. All of the Basic Teamplay entities are supported. | ||
+ | |||
+ | ==Entities== | ||
+ | ===Resupply=== | ||
+ | * cp_team1_respawn_pack (info_ff_script): resupply bag for team 1 (blue by default) | ||
+ | * cp_team2_respawn_pack (info_ff_script): resupply bag for team 2 (red by default) | ||
+ | * cp_team1_grenade_pack (info_ff_script): grenade bag for team 1 | ||
+ | * cp_team2_grenade_pack (info_ff_script): grenade bag for team 2 | ||
+ | * cp_cp#_ammo (info_ff_script): ammo bag for owners of a certain command point. Replace # with a number 1-5 | ||
+ | * cp_cp#_armor (info_ff_script): armor for owners of a certain command point. Replace # with a number 1-5 | ||
+ | ===Command points and flags=== | ||
+ | * cp_cp#_cp_zone (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are '''disabled'''. | ||
+ | * cp_cp#_cp_trigger (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are '''enabled'''. | ||
+ | * cp_team1_flag (info_ff_script): team 1 flag, if flags are enabled. | ||
+ | * cp_team2_flag (info_ff_script): team 2 flag, if flags are enabled. | ||
+ | * cp_team1_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled. | ||
+ | * cp_team2_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled. | ||
+ | ===Command Centers=== | ||
+ | * cp_team1_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points. | ||
+ | * cp_team2_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points. | ||
+ | * blue_cc_alarm_sound (ambient_generic): An alarm sounds when an enemy enters the CC. Replace blue with the name of the team that owns the CC. | ||
+ | * blue_cc_alarm_light (light?): An light comes on when an enemy enters the CC. Replace blue with the name of the team that owns the CC. | ||
+ | * blue_cc_alarm_beam (env_beam?): A beam changes color when an enemy enters the CC. Replace blue with the name of the team that owns the CC. | ||
+ | * cp_team1_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled. | ||
+ | * cp_team2_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled. | ||
+ | ===Teleport=== | ||
+ | * cp_team1_teleporter_cp#(trigger_teleport): Team 1 can teleport to any cp they own. Replace # with a number 1-5 | ||
+ | * cp_team2_teleporter_cp#(trigger_teleport): Team 2 can teleport to any cp they own. Replace # with a number 1-5 | ||
+ | ===Effects=== | ||
+ | * fullcap_trigger(logic_relay): Triggers when either team captures all command points. Use logic_relay's onTrigger output to fire any special effects you like. | ||
+ | |||
+ | * cp#_skybeam(env_beam?): This beam will change color to reflect which team owns a command point. Replace # with a number 1-5. | ||
+ | * cp#_light_blue(light, light_spot): This light will turn on when the specified team owns this cp. | ||
+ | * cp#_spotlight_blue(point_spotlight): This light beam will turn on when the specified team owns this cp. | ||
+ | * cp#_flag_rotator(func_rotating): Will reverse direction when the cap changes posession. | ||
+ | * cp#_flag(prop_dynamic): Will appear and change skin to reflect the owner of the command point. | ||
+ | * cp#_blue_capsprites(env_sprite): Will appear when a member of the specified team touches the cp, stop when he leaves. | ||
+ | * cp#_blue_capsound(ambient_generic): Will play a sound when a member of the specified team touches the cp, stop when he leaves. | ||
+ | * cp#_respawn_enter_sound(ambient generic): Will play when a player teleports back to base. | ||
+ | * blue_cp#_teleport_enter_sound(ambient_generic) Will play when a player teleports into a command point. | ||
+ | * blue_cp#_teleport_enter_sound(point_tesla?) Will spark when a player teleports into a command point. | ||
+ | ===Doors=== | ||
+ | * cp_team1_door_trigger (trigger_ff_script): Door trigger for team 1 (blue by default) | ||
+ | * cp_team2_door_trigger (trigger_ff_script): Door trigger for team 1 (red by default) | ||
+ | * blue_flagroom_door_top, blue_flagroom_door_bottom, blue_base_door_01_left, blue_base_door_01_right, blue_base_door_02_left, blue_base_door_02_right<br> | ||
+ | A list of doors. Replace "blue" with the team which owns the door. Each of these doors will open when an enemy spy touches the Command center computer. | ||
+ | ==Lua Script== | ||
+ | IncludeScript("base_cp_default") | ||
+ | IncludeScript("base_cp") | ||
+ | |||
+ | ==Variations== | ||
+ | Variations to the rules of a TC map can be made by copying the contents of ''maps\includes\base_cp_default.lua'' and editing the code therein. base_cp.lua must still be included. | ||
+ | |||
+ | [[Category:Map Templates]] [[Category:Mapping]] | ||
+ | {{Infobox manual/Footer}} |
Latest revision as of 14:27, 29 June 2009
IntroductionTerritory control tasks players with capturing command points for their team. Exaples include ff_cz2 and ff_tiger. All of the Basic Teamplay entities are supported. EntitiesResupply
Command points and flags
Command Centers
Teleport
Effects
Doors
A list of doors. Replace "blue" with the team which owns the door. Each of these doors will open when an enemy spy touches the Command center computer. Lua ScriptIncludeScript("base_cp_default") IncludeScript("base_cp") VariationsVariations to the rules of a TC map can be made by copying the contents of maps\includes\base_cp_default.lua and editing the code therein. base_cp.lua must still be included. |